Following the standard 3 column approach with a landscape orientation that the Geniuses have turned into their signature look, 7 Cure Light Wounds Feats is another solid addition to the Bullet Points series. With two pieces of art from Mongoose this time, one line drawing and one B&W, both of decent quality, and if of excellent quality in regards to spelling and editing.

Our 7 new Feats this time are all about the Cure Light Wounds spell, and the classes that can utilize it, and how to turn this rather humdrum, but extremely necessary utility spell into something more interesting and efficient. So lets take a look and see how they did, shall we?

Bolstering Cure allows for a usage for those extra hps we all hate to see go to waste when your cleric rolls well enough to grant more hps then are needed to heal to max, always a good thing to have a few extra on hand. Cloak of Curing is easily my choice out of this one for favorite, You may hold the charge of a cure light woulds spell, allowing your comrades to receive its benefits through touching you, thereby freeing you up to do other actions during combat, but still being the emergency healing station. Lay on Cure seeks to rectify a gap between paladins and clerics, allowing you to heal yourself at a faster rate than normal. Lingering Cure is one of those that took me a second to fully grasp, but once the idea is there, it is solid, and really good. Instead of poof, here's your hps, it spreads out how many you are getting over a matter of rounds, granting a higher amount of hp's when its done. Basing its bonus hp's upon the level of the spell (which matters more if you are utilizing meta feats or are a ranger) it allows this very limited healing spell to kick back a much better ratio of hps, albeit at a slower pace. Moderate Mastery allows you to apply feats designed for cure light to cure moderate....now go back and reread Lingering Cure and start to make that connection of how cool these two would be in conjunction with each other. Shared Cure allows you to split the total of hps from your roll between the healer and the healed. And Reinforced Cure lets you stack a 0 level spell on top of your healing, as long as it meets the prerequisites of the feat.

For the sheer amount of healing one can make happen if they chain Lingering Cure and Moderate Mastery with the right meta feats and spell mastery's this PDF is worth it, the fact that the rest of the feats are excellent and useful as well is gravy my friends. Yet another Bullet in the chamber, and another 5 stars to the Geniuses.

The feats are:
-Bolstering Cure: If you heal more than the target's max hp, he retains the superfluous points as temporary HP. (No, they don't stack.)

-Cloak of Curing: This feat enables you to hold the charge of a cure light wounds spell for a limited number of rounds and do other things (like casting spells) without expending it. Neat!

-Lay on cure: Once a round, cast the spell as a move action instead of a standard action. I'd usually start ranting about double-casts, but the alignment-restriction of the feat as well as its limit to one 1st-level spell makes this an ok choice.

-Lingering Cure: When casting the spell modified by metamagic, the spell heals as if not penalized by the augmentation, but slower over multiple rounds.

-Shared Cure: Lets you split the healing you deliver between yourself and the recipient. Neat!

-Reinforced Cure: Allows you to add a limited selection of beneficial 0-level spells to your cures.

Conclusion:
Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to SGG's no-frills bullet-points 3-column layout. The pdf has no bookmarks, but needs none at this length. I've said it before in my review of Misfit Studios' stellar "Superior Fantasy Synergy" and SGG's "Spiritual Weapon Feats" - I consider the idea of synergy between spells and feats a neat one, especially if a DM wants to reward players with a feat rather than loot. In contrast to the Spiritual Weapon-feats, though, these ones lose some of their appeal at higher levels - even with the expanded options. That being said, moderate mastery alleviates this gripe somewhat and reinforced cure, bolstering cure and Cloak of Curing are all rather cool feats. Due to being less useful in mid-to higher levels, though, I feel like I have to settle for a final verdict of "only" 4 stars for this neat little pdf.

A very nice product, small, concise, precise, and useful. The last is the most important. The feats are neat and I can't imagine a cleric (or any sort of healer) not wanting to take a feat that would allow the extra hit points healed as temporary hit points. That's the good.

The bad is that the product really needed to be proof read by someone who had no idea what the author was trying to say. Example: how long do temporary hit points gained via one of these feats last? And can someone, anyone, explain the text of Lingering Cure? I read it once, went cool Read it again to make sure i understood it, got more confused and then on the third reading gave up.

All that being said I have room for these feats in my campaign. the only concern I have about including them is that they break some of the barriers between the classes. These feats allow cleric to do some things that other classes can do (e.g. the cleric cast CLW on himself as a move like a paladin laying on hands.

And now i that i think of it, it might be worthwhile to explore the possibilities of these feats as metamagic healing feats. That would allow the use of them at higher level and better fit the concept of a metamagic feat.